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- [Physics] (unique)
- optional<f32> mass = nullopt (0 means infinity mass, if mass is not set it'll be computed based on physical material and attached colliders)
- f32 linearDamping = 0.001 (0 means infinity inertia)
- f32 angularDamping = 0.001 (0 means infinity inertia)
- bool isUseGravity = true
- bool isKinematic = false
- boolVec3 lockPositionAxis = {false, false, false}
- boolVec3 lockRotationAxis = {false, false, false}
- optional<vec3> centerOfMass = nullopt (if not set it will be computed based on attached colliders)
- optional<vec3> inertiaTensor = nullopt (if not set it will be computed based on attached colliders)
- optional<quaternion> inertiaTensorRotation = nullopt (if not set it will be computed based on attached colliders)
- vec3 linearVelocity = {0, 0, 0}
- vec3 angularVelocity = {0, 0, 0}
- optional<ui32> solverIterations = nullopt (when not set the value from the physics settings will be used)
- optional<ui32> solverVelocityIterations = nullopt (when not set the value from the physics settings will be used)
- optional<f32> maxAngularVelocity = nullopt (when not set the value from the physics settings will be used, 0 means infinity velocity)
- optional<f32> sleepThreshold = nullopt (when not set the value from the physics settings will be used)
- optional<f32> contactOffset = nullopt (when not set the value from the physics settings will be used)
- optional<f32> restOffset = nullopt (when not set the value from the physics settings will be used)
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